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GE Debugger
Unknown W. Brackets edited this page Oct 13, 2013
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Nice-to-haves (there's a lot):
- Current cmd / matrix / address states (cmds mostly done.)
Current depthbuffer / stencil from framebuffer.- Other framebuffers (when cached / collected?)
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Current display buffer (to see when it flips)- nah, doesn't seem useful. - Other textures (when cached / collected?)
- Disable caches (vertex, texture.)
- Visualize vertexes (red overlay, bounds, something?)
- Break on next list execution.
Break on the usage of a texture.Break on next frame.- Break on particular cmd change.
- Break on vertex bounding box.
- Break on signal / call / ret / etc.?
- Break on block transfer?
- Kill displaylist.
Skip / force jump in displaylist (e.g. set pc.)- Modify list ops.
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Modify cmd state? Could just ExecuteOp()?(could be improved.) - Conditional breaks (e.g. only when vtype matches morph mask)? Could get really hairy.
User interface ideas:
- Lots of state. Maybe watch certain values (can also set breaks), and have an "all" tab?
- Perhaps top-level tabs: "Drawing" (current list, state, framebuffer), "Framebuffers", "Textures", "Lists" (possibly? to see other lists...), "Matrices".
Thinking top-level tabs on top, renderbuffer right below that, list panel on the left, state panel on the right (might have tabs itself.)